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Topic : "3D hover biker model (askin4feedback)" |
Kaput member
Member # Joined: 03 Feb 2000 Posts: 61 Location: NC
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gigatron member
Member # Joined: 27 Jun 2002 Posts: 347 Location: Canada
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Posted: Sun Aug 04, 2002 6:51 pm |
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I think its just perfect, wonder how itll be when animatd, what package did u use? maya? 3dsmax? lightwave? or something else? |
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Kaput member
Member # Joined: 03 Feb 2000 Posts: 61 Location: NC
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Posted: Sun Aug 04, 2002 6:59 pm |
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Thanks, I used max and its world renound modelling tools (heh ) I'll render the unsmoothed mesh and post it in a bit.
I dunno but it looks like the jacket could use some more work, the zipper is a bit blobby.
Kaput |
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Incubus member
Member # Joined: 27 Oct 2000 Posts: 59 Location: Germany
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Posted: Mon Aug 05, 2002 12:16 am |
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Very (and I mean veeeery!!!) cool. Gotta put my hands on max again... |
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Strawberrysauce member
Member # Joined: 04 Feb 2001 Posts: 356
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Posted: Mon Aug 05, 2002 1:56 am |
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o00000000ooo!
very nice model, is it all one mesh or are the accessories and clothes all seperate pieces? |
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55 junior member
Member # Joined: 04 Aug 2002 Posts: 6 Location: Vantaa, Finland.
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Posted: Mon Aug 05, 2002 4:52 am |
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Good work!
I like it a lot.
-55 |
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faB member
Member # Joined: 16 Jul 2002 Posts: 300 Location: Brussels, Belgium
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Posted: Mon Aug 05, 2002 8:34 am |
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Good job. The legs are somewhat cylindrical and on the back view they appear a bit flat behind. The boots are somewhat rough/blobby esp viewn from the back. Also his butt is somewhat flat in the back view. It's all pretty good otherwise!
I assume you meant Low poly and meshsmooth? |
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Dekard member
Member # Joined: 01 Nov 2001 Posts: 274
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Posted: Mon Aug 05, 2002 10:14 am |
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Looks awesome, but I can't get over the hair.. It's always a sore point in modelling, I think the points don't work well with the rest of the figure, would probably look good with a 'ken' like plastic hairdo that you textured instead of the pointy worm affect.
Seriously is kick ass tho, but it looks like the hair is from a totally different project. |
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Kaput member
Member # Joined: 03 Feb 2000 Posts: 61 Location: NC
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Posted: Mon Aug 05, 2002 10:52 am |
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thanks for all the compliments
ahh, legs do look funny, what should I do though? give him some (more?) muscle? the butt is flat, I guess, I was afraid of making his ass huge
could you explain the boot blobby-ness further?
the hair: ahh yes, well, obviously the dude is very anime inspired. I wanted him to have spikey hair so I though, spikes=cones! weeeeee! lots of cones! you're right though, I need to model it from scratch.
here's the low poly render of the dude btw (sorry about the size of the images)
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Kaput member
Member # Joined: 03 Feb 2000 Posts: 61 Location: NC
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Posted: Mon Aug 05, 2002 4:57 pm |
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Alright, here's an update. I tweaked everything that was mentioned. The hair, the boots, the butt, the pants, and more.
I know the butt still looks funny but I dunno what else to do with it, I'll look in the mirror tomorrow when I have some pants on...
so, whaddaya think?
kaput |
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gigatron member
Member # Joined: 27 Jun 2002 Posts: 347 Location: Canada
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Posted: Mon Aug 05, 2002 8:11 pm |
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Hmm SWEET kick ass ASS (ya.. ass lol jk) well i think its fine nuff, u should skin the bastage (and since its a high poly model make some bump maps as well, make it sexy lol, the new hair is ALOT better makes him more real) anywho ya cant wait to see skinned |
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Dekard member
Member # Joined: 01 Nov 2001 Posts: 274
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Posted: Mon Aug 05, 2002 11:29 pm |
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I think the blobiness critique stems from this image below, notice his left boot on the outside mid foot bows a bit outward if you look at a actual boot it flairs a bit in then out again towards the front and think about the guy with his boots off there is a foot underneath the boots and they should fit the character, I'm thinking he'd have some mighty big feet for them boots..
I can't model yet to save my life, just picking it up slowly for my computer animation degree program and we haven't gotten to that point in our training.. But I already am aspiring to model like this.. When I look at a model/character I try to view them as they'd look without the clothes so I can make sure the geometry of the feet gloves, clothes, etc are proportional.
it is truly a great job at modelling, nice job, it's also great thing you don't take the comments as negativity!
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Dekard member
Member # Joined: 01 Nov 2001 Posts: 274
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Posted: Tue Aug 06, 2002 7:40 am |
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yes, tis improved 150% just those little additions! Even nicer, keep it up, teach me NOW! |
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zak member
Member # Joined: 08 May 2002 Posts: 496 Location: i dont remember
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Posted: Tue Aug 06, 2002 9:24 am |
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aaaah, a fellow max user (not sure if i can count myself one, i just started out). people of our kind seem a rare sight these days ^__^. i have to say. this is sweet. just sweet. you need to add more folds and stuff like that to the trousers and jacket. that'd give it a bit more character. and make it more realistic too. hmm i feel strangely drawn to thje low poly render. i really really like it more for some reason. but then again, im weird |
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Krumax junior member
Member # Joined: 21 Jul 2002 Posts: 1 Location: Germany, Rostock
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Posted: Sun Aug 11, 2002 5:15 am |
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amazing .. great work |
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InitialT member
Member # Joined: 04 Aug 2002 Posts: 61 Location: Fountain Valley, CA
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Posted: Sun Aug 11, 2002 2:48 pm |
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It may be due to light, but all I see are curves on that model, even on surfaces that would have a reasonable edge to them.
Try introducing a few more hard edges into that model, think of it along the lines of line width. Ink drawings with just one line width look flat and dull, but vary those line widths appropriately and you can create the illusion of depth and movement without even coloring. |
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